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  2. Advice for building a computer for FX

    Thanks for all the advice guys, that's all really helpful stuff! I've now gone and done my research, and put together a new build on pcpartpicker: (I decided to not go with raid-0 in the end since it's less reliable for storage, and I think I can use the SSD for faster speeds where I need it) https://pcpartpicker.com/list/tD2jHh I'd be really grateful for any advice you can give on this new one!
  3. Yesterday
  4. Need tips on how to prodedural modeling a tree

    You could randomly twist and scale some grid lines to get a very basic tree. tree.hiplc
  5. Create Heightfield from Input Geometry

    You can also use the Heightfield File SOP to load heightfield images directly, if that's the format your source is in.
  6. Which Nvidia driver are people running?

    I've been using 381.22 for a very long time with no issues (Quadro driver).
  7. Hey all, Pretty serious question from me here. Ive been trying to work on a scene including cloth over the last two weeks, and have come to the conclusion that the cloth solver does not play with other solvers. It does not support mutual affecting relationships as far as I can tell, unless the second object is another cloth object–which kind of defeats the purpose in certain situations. Am I correct about this? Basically I want to hit a piece of cloth with a bunch of RBD objects (very small ones), and send convincing cloth like currents through the surface (not sine wave based like it would be with the ripple solver). The objects have to respond to the cloth though, and bounce or split off the cloth. Im Basically simulating the effect of hail or large rain drops interacting with the cloth. I have tried two main approaches. 1) static objects based off of particles sims. I got some help off of the forums to trick the static object into seeing the same number of prims each frame so it didnt error out (http://www.toadstorm.com/blog/?p=307) thanks tanto!, but overall, this solution fails because the static objects dont interact with the cloth mutually, the static objects just pass right through and so the cloth literally snaps back into place after the object passes through. After this didnt work I understood that I needed a mutually affecting object relationship here. So I turned to RBD objects. Got some more help on this so I could still emit from particles first hand (https://lesterbanks.com/2016/08/easily-turn-houdini-particles-to-bullet-rigid-bodies/ [lesterbanks.com] ). However, the cloth simply will not interact with the bullet objects. I read somewhere to use the RBD solver instead and bypass the packed objects aspect, but when I did this, even with collision type set to volume, the pieces just fell through the cloth. I saw an old post this where it was asked why the cloth solver didnt play with the others, but that was in Houdini 14. Has this not changed, or am I missing something? If anyone can shed some light on this issue id appreciate it! Today Im switching to the bullet solver using grains (seems to be what all the cool kids are doing anyway – this is my main resource https://vimeo.com/219204848). Im just at a point now where Id like some clarification on this. The down side to going the grain method is I have less control over the cloth object behavior –johnny farmfield mentioned casually that it works great as a replacement for cloth, provided your working with silk like cloth. Thatbeing said, I will be getting a serious speed boost which will be helpful. Overall Im just looking for some clarification on this (Im more than happy to be proved completely wrong here . Thanks in advance! Ive attached a scene file if that would be of any use. CLOTH_&_RAIN_UPL (1).hiplc
  8. Python in Houdini Question

    this should do it: hou.ui.paneTabOfType(hou.paneTabType.CompositorViewer).setIsCurrentTab() (put this in the callback script - no need for module but feel free to put it wherever you want to. but then you might want to split it into 2 lines maybe for readability) also here's the list of the types in case Scene and Comp is just the beginning http://www.sidefx.com/docs/houdini/hom/hou/paneTabType.html
  9. Which Nvidia driver are people running?

    Are you certain the machine is actually using the Nvidia drivers? Run "glxgears -info" and it should give you information about the driver in use. For example this is the output for the GTX 1060 I'm using on CentOS. You might have to install glxgears, not sure if it comes with Ubuntu or not. GL_RENDERER = GeForce GTX 1060 6GB/PCIe/SSE2 GL_VERSION = 4.5.0 NVIDIA 384.111 GL_VENDOR = NVIDIA Corporation
  10. Hi all I've read through previous posts on this topic as well as other websites attempting to solve this, but I have yet to find an adequate solution. I am trying to build a workflow for meshing large point clouds (lidar ply files) that we can offload to our render farm. The issues I'm currently having: 1. The point clouds have no normals so point cloud ISO does not work. I'm not sure what math other point cloud software uses to generate normals on point clouds. 2. I've tested using both VDB from points and Particle Fluid Surfacer. The particle fluid surfacer seems to be faster at meshing the points, but the big problem with both is that it ends up giving you thickness which is ultimately double the number of polygons and completely unnecessary. 3. The point clouds are massive (averaging 100 million points per file), and I haven't found a good way of automatically splitting that up into better chunks. The point cluster is really slow on that many points. Any advice would be much appreciated. I'd love to keep this inside Houdini rather than using traditional point cloud software, mainly because I can run it on the farm and because the rest of our workflow is all houdini based. Thanks!
  11. Help with Handles

    ==0 for off and ==1 for on.
  12. Help with Handles

    Create all of the parameters you want. Then use the "disable when" and "hide when" parameters to hide or disable when as desired. Place an expression each of these parameters using the following format. { parameter_you_depend_on == 0}
  13. Just curious since I've had 0 luck getting Houdini to launch with the last 2 Nvidia driver updates on Ubuntu. What Nvidia driver version is everyone running?
  14. I've seen how everyone will squash a rectangle, applied voronoi, then transform it back to make the splintered look. My question is, what if I was given the framework of a house? I can't just squash the entire mesh as the fracture would only look right on the pieces along the Y, but the X and Z, or anything on an angle would just look wonky. Is this a case of breaking up each 2x4, moving every piece to have the same orientation, fracturing, then moving each piece back to its original location?
  15. Create Heightfield from Input Geometry

    hey man, yeahhh it was kind of the latter I was attempting to do. Take some normal geo > turn into heightfield > apply heightfield erosion But I think your right I'm gonna probably spent some time with vdbs see if I can rebuild some of the height field erosion tools functionality using various vdb functions Thanks a lot for the advice!:)
  16. Juraj's playground

    Hello, check my latest tool which I would like to share with you: Batch textures conversion. Find out more on Github or my blog post. https://github.com/jtomori/batch_textures_convert https://jurajtomori.wordpress.com/2018/05/25/batch-textures-conversion-tool/
  17. Great! Let it be the Sweep! On curves which were build in Houdini that way works fine. On the curves reconstructed from Maya polygons - no, but this is not an issue. Here is the scene if anybody will need it: - Attach several cars to follow any number of input paths - Normalise cars speed for different paths length - Randomize car location on paths - Control cars orientation with VEX ROADS_007.hipnc
  18. Python in Houdini Question

    I have another python question, So I have a button which takes the user into the compositing network, to pair with that I'm trying to change the 'scene view' to 'compositor view' but cant seem to find much on this type of stuff done via python in buttons? anyone who could point me in any direction would be super useful :)!
  19. Hi! I`m looking into creating a digital asset of procedural trees, with the idea being to generate a hole bunch of pine trees that you can scatter in a background of a shot for example. I`m sort off lost in the whole procedural way, and the L system is way to complicated for what we are trying to achieve all though that might be something to look into in the future. Also is there a way of copying a line with different length the higher up it goes? Lets say you have a line 8 units long with 10 points, I have grouped every other points and want to copy another line on the grouped points, but I need the length of line to shrink with each copy Any tips would be much appreciated.
  20. Hi, I'm trying to create a terrain, which I will probably export as .hda in UE4. At the moment I want to apply a material to this heightfield, where for each layer mask I want to apply textures and additive color layers, or more materials with relative textures for each mask (for example. slope mask-> material with texture1(base color, specular, roughness), curvature mask -> material2 with texture2(base color, specular, roughness) etc...). I tried to: - use the heightfield_quickshade node, but it allows me to add only four textures; I tryed to create two heightfield_quickshade node but I can't merge these nodes; - use more materials but I don't know to associate them all at the same heightfield; Can someone help me to understand or give an example of how I can associate these masks with more than four textures which include(specular, roughness, normal...) and in case other masks as additive color layers, please? I attached my file Heightfield_UE4.hipnc
  21. Primitives soft selection

    Weird CTRL-SHIFT+3 doesn't work for me. anyway my other shortcut does work. the original shortcut was CTRL+@ but for some reason (like a few other houdini shortcut) it doesn't work on my English-Canadian-french keyboard. Even though Houdini is made in Canada! It's the only 3D software i get problem with shortcut like that (no problem on Zbrush, maya, max, blender). I hope they could make houdini shortcuts compatible with french keyboard.
  22. Primitives soft selection

    Ok sorry about Bob, english is not my first language so I didn't know about this expression, I just googled it and now I know... https://en.wikipedia.org/wiki/Bob's_your_uncle In French we say CQFD (Ce qu'il fallait démontrer)...
  23. Primitives soft selection

    Thanks guys. Ok so Houdini just can't use soft select for Faces like it can't do border select etc on faces only on points and edges. I already use the shortcut to convert face selection to point selection (a strange character I didn't have on my keayboard so I remaped it) but I didn't know theCTRL+SHIFT+3, maybe easier to remmber and no need to remap it. I hope future version could add the functionalities we get with points and edges for faces too. I would also like to see just a simple note in the doc: soft select doesn't work on faces. Instead they are implying that it does work but it doesn't so it surely is a huge loss of time trying to make it work. see here: http://www.sidefx.com/docs/houdini/nodes/sop/edit.htmlSoft radius Soft Radius: Distance within which other points/faces follow the points/faces you edit directly." p.s. I really dont' get your joke about Bob being my uncle...???? I sware I tried hard!
  24. Help with Handles

    Hey everyone, I'm building an asset and I have two questions regarding handles. Firstly (and most importantly) I need to know how to enable and disable different handles using a conditional expression. I have a primary transform handle that allows me to affect everything. However I'd like to be able to switch to a different handle that only allows partial manipulation of the transforms depending on a drop down menu. So if I change the menu to "Plane" for example, the primary handle is disabled and hidden, and different handle that allows manipulation of ONLY translation and rotation is enabled. I'm not sure how to do this. I tried some constant expressions (like '!0') in both the 'onoff' and 'input' fields, but those didn't actually seem to do anything. Secondly, is it possible to reference fields from the parameter window in the handles window. On a couple of my parameters I've got limits on the ranges, so I was hoping to be able to reference those limits in the handle instead of manually updating it every time I change the limit in the parameter window. Not super important but just curious about it.
  25. Feedback on FX Showreel

    Nice work. I would open with the shot @24 seconds, the flames look more realistic. The motion blur has a stepped look, add more samples. The opening shot flames look fairly low res and unconvincing. The smoke @50 looks a little lifeless. It is an outdoor shot but there is no wind affecting the smoke, it just rises in a computerized style, add some wind. I think the RBD work looks good and it is nice to see the tool development as well.
  26. Primitives soft selection

    work around: 01) select face(s) 02) CTRL+SHIFT+3 to convert to edges 03) Bob's your uncle EDIT: just saw above post....you can substitute 2 for 3 if prefer points....
  27. Primitives soft selection

    well, what max does is basically by selecting the face it selects all 4 points of it and moves them in the same direction as probiner said, it's the points that are moving after all, not the face. so although being not really handy, you gotta select all the points of the face and then use the soft settings
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